}
}
+static inline int getx(const GdCave *cave, const int x, const int y)
+{
+ return cave->getx(cave, x, y);
+}
+
+static inline int gety(const GdCave *cave, const int x, const int y)
+{
+ return cave->gety(cave, x, y);
+}
+
+/* perfect (non-lineshifting) GET x/y functions; returns range corrected x/y position */
+static inline int getx_perfect(const GdCave *cave, const int x, const int y)
+{
+ return (x + cave->w) % cave->w;
+}
+
+static inline int gety_perfect(const GdCave *cave, const int x, const int y)
+{
+ return (y + cave->h) % cave->h;
+}
+
+/* line shifting GET x/y function; returns range corrected x/y position */
+static inline int getx_shift(const GdCave *cave, int x, int y)
+{
+ return (x + cave->w) % cave->w;
+}
+
+static inline int gety_shift(const GdCave *cave, int x, int y)
+{
+ return ((x < 0 ? y - 1 : x >= cave->w ? y + 1 : y) + cave->h) % cave->h;
+}
+
static inline GdElement *getp(const GdCave *cave, const int x, const int y)
{
return cave->getp(cave, x, y);
return (e == O_SPACE || e == O_LAVA);
}
+static inline void store_dir_buffer(GdCave *cave, const int x, const int y, const GdDirection dir)
+{
+ /* raw values without range correction */
+ int raw_x = x + gd_dx[dir];
+ int raw_y = y + gd_dy[dir];
+ /* final values with range correction */
+ int new_x = getx(cave, raw_x, raw_y);
+ int new_y = gety(cave, raw_x, raw_y);
+ int new_dir = (dir > GD_MV_TWICE ? dir - GD_MV_TWICE : dir);
+
+ game_bd.game->dir_buffer[new_y][new_x] = new_dir;
+}
+
/* store an element at the given position */
static inline void store(GdCave *cave, const int x, const int y, const GdElement element)
{
static inline void store_dir(GdCave *cave, const int x, const int y,
const GdDirection dir, const GdElement element)
{
+ store_dir_buffer(cave, x, y, dir);
store(cave, x + gd_dx[dir], y + gd_dy[dir], element | SCANNED);
}
static inline void store_dir_no_scanned(GdCave *cave, const int x, const int y,
const GdDirection dir, const GdElement element)
{
+ store_dir_buffer(cave, x, y, dir);
store(cave, x + gd_dx[dir], y + gd_dy[dir], element);
}
/* set cave get function; to implement perfect or lineshifting borders */
if (cave->lineshift)
+ {
cave->getp = getp_shift;
+ cave->getx = getx_shift;
+ cave->gety = gety_shift;
+ }
else
+ {
cave->getp = getp_perfect;
+ cave->getx = getx_perfect;
+ cave->gety = gety_perfect;
+ }
/* increment this. if the scan routine comes across player, clears it (sets to zero). */
if (cave->player_seen_ago < 100)
/* try to push element; if successful, break */
push = do_push(cave, x, y, player_move, player_fire);
if (push)
+ {
remains = O_SPACE;
+ }
else
+ {
switch (what)
{
case O_BOMB:
default:
/* get element - process others.
if cannot get, player_get_element will return the same */
- remains = player_get_element (cave, what, x, y);
+ remains = player_get_element(cave, what, x, y);
break;
}
+ }
if (remains != what || remains == O_SPACE)
{
/* player fire is false... */
if (do_push(cave, x, y, player_move, FALSE))
+ {
remains = O_SPACE;
+ }
else
{
switch (what)